Hylis wrote:rather type blender in my opinion. After perhaps an edition simplest piecewise could exist in another tool (preferably external, so we focus on the rest) but it's not too objective. Either people really want to model a block from an example, it is better not to pretend. It sure is hard, but we think it's better than doing full levels: mrgreen:

Hylis wrote:I think I already explained this. The geometry is superbly compressed in the track or replay file. For each texture you use in your block, you should select a default texture from the original set of texture in case your additionnal textures are missing. This way, all the challenges are always playable/replayable. Now, the size of the tracks could become quite bigger if changes too many things, but that's a little like loading your track with too many blocks. We have time to see what happen in that case, but that's not the best use of the system I think. It is better to have variations than extreme and total makeover made by the community to start with. An environment is too much work that also requires a lot of experience and management. So, this scenario is not our primary target.

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Zarządzanie środowiskami na serwerach:

Hylis wrote:In fact, the solution will come from the practical aspect. My opinion is that we must leave it to players at the moment they start playing, and they will organise themselves well (if we give them the suitable filters) I thought of a solution which consists of two extremes: either one environment only, either to those who have all environments. But it would unnecessarily be criticized. Because in practice, I think that is what may have: single Environment players, or those wishing to play at all of them, at least occasionally.

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TM2 w eSporcie :

Hylis wrote: To Nadeo, the eSports is very important, and I think it was well proved with our dedicated development, or even a complimentary color in a race. I still believe in eSports and its positive future. It is a way of bringing people of all countries, or those of the corners. With online, it's even a highly effective way to do it at lower cost to the players.

Hylis wrote:

wells. wrote:Cool. So do you think that TM2 and SM will have their places on the eSport scene ? And what about TMNF which has a big place now on eSport ?

Yes, they will have all their place. But the question is how big and which ones bigger than others.

Time is the answer. Take the TrackMania history and look where we ended. Think maniaplanet the same way. We will start somewhere, in some time, and will see things evolve from there. Maybe we will do a Nations 2, maybe we will not. I don't need a petition for it in order to think to it. But today, it would be useless to do it. If players want to do esport on Nations, the game is good enough in that respect, and it is not a hotkey or customizable interface that would make it a revolution.

So, we are always looking after competition because that's what action multiplayer games are often about at the highest level.

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Zderzenia w TM2?

Not between cars.

Hylis wrote:For years we know what we would if we integrate the collision, but we do not because you have more important things on our list. Like for example make a good fps and good rpg.

(New)

Some kind of car damage seems to be in the game, as we can see in the second screenshot of TM²:

As you can see the car's paint is scratched and the bumper is hanging down on the left side.
So, no collisions between cars, but colliding with environmental elements seems to cause damage to the car.
More info will surely follow, the pic will be updated once the puzzle has been finished (more info about the puzzles at the bottom of this post)

Hylis wrote:Our plan with ManiaScript is to design a game oriented language. That means it should know how to manage savegames, real time, interface and networking with relative ease. It has to be able to evolve. There is a lot to do in this domain but we advance slowly and surely

Hylis wrote:For a gamemode, a script is executed server side.
For a ManiaLink or ManiaTrack for instance, the script is executed client side (protected).

Hylis wrote:To give an example, the first maniascript we realised internally is a game of spider (the card game) that starts when we enter a certain zone and quits when we get out of that zone.
It's kinda stupid, i know

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Ergonomia i zarządzanie zawartością gry:

refresh wrote:It would be really valuable to have a real content management in ² TM, SM and QM:
to manage maps, cars, skins, blocks and other additional content directly in the game

Because now you can just add content through the game, but we can not move, delete, rename, create folders ... It would be really nice because that's what I've done a hell monster in the track editor: I never think of going to sort all this in Windows before launching the game: you do realize that it once we have the editor under the eyes.
And even then ... It would be much more practical and "user-friendly!

Hylis wrote:@refresh
I am not certain that it will launch. Maniaplanet will then evolve to make it more comfortable using a certain system.

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Ergonomia i zarządanie informacjami:

refresh wrote:It would be really appreciated to have a real data management system in TM², SM and QM:
To be able to manage the maps, the skins, the blocks and every other content directly in the game.
Because right now we can only add things in the game, but we can't move, erase, rename nor create folders...
It would really be nice because that is what made a mess in my track editor: I never think of ordering everything in Windows before starting the game, one only starts realizing it once in the editor.
Even, it would be practical and user friendly.

Hylis wrote:@refresh
I'm not certain that will be included at launch. ManiaPlanet has to evolve to make certain applications of the system more comfortable to use.

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Edytor tras:

Hylis wrote:
So we finally will be able to select more than one block, and move it, copy it or save it.
That was one big thing missing in previous editions, and will allow builders to work faster and more efficient.
Light information in map files will help people with slower pc's to reduce loading times and prevents calculation errors client side.
And we will get new building blocks! We can't have enough of them

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Wersje konsolowe gry?

Hylis wrote:Skupiamy się w tym momencie na wersji PC.

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Czy już cokolwiek wiadomo na temat daty premiery gry?

Hylis wrote:
It is unfortunate, since we really want to get into the action with the players, but there are many things to prepare on many sides. When I wrote Q4 2010 at E3 time, I really believed it. The game is well playable at the moment. The team is working on making more blocs (they take more time to do than original ones!) and still on making the maniaplanet application. This application is quite simple, but it needs some arrangements in order to welcome all the update that we want to do afterward.

There are two things I would like to insist on:
1. I don't want you to think that we are adding a lot of features.
Our goal at the moment is really to make only what is needed. Like I have read somewhere: something is perfect when you can't remove more, not when you can't add more. That's the spirit and our goal at the moment. We target a pure fun game at the moment. After, the players activities will tell us where to expand.

2. I don't want you to think that we are losing our time
We are moving fullspeed! All the team is working hard and is really concentrated on a daily basis. And with all the experience of the team, we are making the right choices to make things quickly but solid enough for a big future of maniaplanet.

Even with this two parameters, we have a lot of work. When we announced TrackMania 2, our plan was to first release one full game. Now, we have added ShootMania and QuestMania to take care but also the maniaplanet application and servers. So, things takes more time. For example, I still have to decide if I will include the splitscreen mode and the block import at first release. The engine is done to welcome both features, but the interface are to be done. My idea is that since we want to release three TM² environments, we may use those occasions to update the game with these features.

(New)

Hylis wrote:The dates I am giving were always sincere. The Q4 2010 for the beta was a real one, but after some months, I wanted to make the gameplay model even more solid, the graphics even better and to make some blocks for both of it based on this thougts. Meanwhile, we were improving the ManiaScript speed and stability since it is difficult to make too many evolution on a scripting language once code is started to be wrote on it. I have spent some 'weeks' in meeting and setting up the publishing internally. This is also how we are able to launch this normally this month (Note: today is April 8 2011) , with upcoming printed press articles combined with community priority reveal

The weeks after E3 (Note: E3 Expo = June 7-9, 2011) is serious, but if we have some new discovery on ShootMania, we may prefer to wait a little to overcome the new challenges, instead of launching maniaplanet and do that at the same time. I feel we are on a great path at the moment, but if there is a new great ideas that has to be done before the first release in order to make it possible, I would have to make a choice. It is far from simply releasing a game, it is releasing an operating system that should enables players to create in it, but also support evolution from us. Also, making an online system that handles the maniaplanet system, instead of three separate games, is a development we had to make before the beta of TM².

Anyway, I hope you will appreciate the quality of the work as soon as possible!

(New)

Hylis wrote:Until mid-june, we reveal the game
after, we start talking about the beta

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Dostępne zdjęcia:

(New)

Screenshots are being assembled by the community at the moment.
Nadeo has found a very original way to share the first screenshots.
Every time a player starts up TMUF, he receives a piece of a puzzle.
After assembling these pieces, a screenshot appears.
The community is working together hand in hand, throughout all nations of the world to acquire all the pieces and complete the puzzles.
The first screenshot/puzzle has been finished:

The second picture is done too:

And the third screenshot puzzle has been resolved, gg community!

Forum member djkueken made a nice artist impression of the first teaser:

Click the pictures for the hi-res versions.

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O zgodności z poprzednimi wersjami:

(New)

Hylis wrote:TrackMania United Forever, fruit of the union between TM "red box", its 2 add-ons, Sunrise, its add-on, the game TrackMania Nations and finally the add-on Forever and all tracks together that it can play, including the ones from 2003 will remain under the name TrackMania 1.

ManiaPlanet is a new start that will break backwards compatibility to a certain level, we could have kept it with some extra effort, but then we would have been forced to maintain that compatibility for many years to come.

Never the less, we have just made a new dedicated server for the game (TMF) and certain new online systems are still developed in compatibility with that, like the recent ManiaLive, an open source server controller, and ManiaHome, which lets gamers receive notifications about the actions of their buddies on the ingame web system.